/** Creates a string that represents the given quality level. */
extern void GetMaterialQualityLevelName(EMaterialQualityLevel::Type InMaterialQualityLevel, FString& OutName);
extern FName GetMaterialQualityLevelFName(EMaterialQualityLevel::Type InMaterialQualityLevel);

inline bool IsSubsurfaceShadingModel(FMaterialShadingModelField ShadingModel)
{
	return ShadingModel.HasShadingModel(MSM_Subsurface) || ShadingModel.HasShadingModel(MSM_PreintegratedSkin) ||
		ShadingModel.HasShadingModel(MSM_SubsurfaceProfile) || ShadingModel.HasShadingModel(MSM_TwoSidedFoliage) ||
		ShadingModel.HasShadingModel(MSM_Cloth) || ShadingModel.HasShadingModel(MSM_Eye)/* 着色模型添加-开始*/ ||
		ShadingModel.HasShadingModel(MSM_MyToonDefault) || ShadingModel.HasShadingModel(MSM_MyToonFace)
		|| ShadingModel.HasShadingModel(MSM_MyToonHair);/*end*/;
}